Economy
"Economy" in worldbox is wide reaching term that covers multiple areas that are tied together in some way or another. With the 0.50.0 update economy has become more complex but it has not been fully developed.
Currencies[edit]
- File:IconResGold scaled 10x pngcrushed.pngGold (village resource)
- File:IconLoot10x.pngLoot (used for taxes)
- File:IconMoney10x.pngMoney/Coins (transformed from loot after taxes have been payed or skipped)
- Cash (Loot + Money) (If units have either then thieves will try to steal from them)
Gold[edit]
Obtaining Gold[edit]
Gold is a mineral resource that can be gathered by civilizations in various ways. It is currently the games only "currency" type resource and civilizations can have a maximum of 999 gold. Cities within the same kingdom can share up to 100 gold periodically under certain circumstances. Game Description: "Precious metal. Can be mined"
Gold Ores cannot spawn naturally throughout any biome, instead they appear from mines built by civilizations. If a units subspecies has the
Bioproduct Gold trait then their is a chance for units to produce gold ore when pooping Gold ore gives: 20File:IconResGold scaled 10x pngcrushed.png + 20File:IconResStone scaled 10x .png(stone)
Trading boats will generate 5File:IconResGold scaled 10x pngcrushed.png as they move from dock to dock
Using Gold[edit]
- Villages can hire new warriors if: it is not being captured, hire cooldown is zero, citizen is unemployed, there is enough food for the village army, citizen can be a warrior, and the village has more than ten gold
- Constructing buildings:
- Well = 20
- Windmill Tier Two = 5
- Watch Tower = 20
- Docks Tier Two = 6
- Barracks = 5
- Temple = 10
- Library = 10
- Market = 5
- House Tier Three, Four, Five, Six = 5, 10, 15, 20
- Town Hall Tier One, Two, Three = 5, 10, 15
- Statue = 5
Loot and Money[edit]
Obtaining Loot & Money[edit]
Loot and money can be obtained when:
- Loot and money can be obtained when a unit kills another unit. The killer will take all of that units loot and money.
- When stealing units will take all of another units loot and money and convert the money into loot.
- Units will get 6 loot for constructing a building
- Units will get 5 loot for claiming a new zone (if multiple zones are claimed in one action then units will still get 5 loot)
- Units will get 1 loot for constructing a road tile, fertilizing/harvesting /planting crops, from bringing up ore from a mine, cleaning up ruins, for resource added to village stockpile
- Units will also passively get loot from their houses when the "generate_loot" task triggers (biome affects this also):
- Tents, House Tier One = 1
- House Tier Two = 2
- House Tier Three, Town Hall Tier One = 3
- House Tier Four = 4
- House Tier Five, Town Hall Tier Two = 5
- House Tier Six = 6
- Town Hall Tier Three = 10
- Some biomes change the amount of loot houses generate:
- Clover, Singularity = 3
- Crystal = 2
- Corrupted = -1
- Wasteland = -2
- Money can sometimes be obtained from gifts. When giving a gift if a unit's money is below 10 they won't include money in their gifts, but if they do have enough money they will include 5 to 10% of their total money in a gift. Units have a 50% chance to accept gifts if the have the Prefrontal Cortex subspecies trait and don't already have any equipment.
Using Money[edit]
- Units will try to eat food when the "try_to_eat_city_food" task triggers. To eat food units must pay 5 coins unless they are exempt because they are a king, village leader, child, or starving. Thieves will try to steal money from cities that have more than five coins if they are hungry (less than 50% hunger) and aren't exempt from having to pay.
- Money is also used for gifts (see above "Obtaining Loot & Money" for more info).
- When units with the Festive Spirit status try to launch fireworks they have to pay 10 coins
- When crafting items, they cost an equivalent amount of coins to make as gold required to make them (currently only special weapons require gold to make)
- If an item's durability is below it's max, it can be repaired for 50% of its gold crafting cost in coins (currently only special weapons require gold to make)
- Most plots require coins to spent
Taxes and Tributes[edit]
Units pay taxes or tributes when the "give_tax" task is triggered. Kingdom traits have a very strong effect on taxes/tributes. When paying taxes units lose 5 happiness or 10 happiness if it is a 70% tax/tribute rate. Loot is transferred into money after taxes are payed or skipped (happens when taxes can't be payed or unit is a king).
- File:IconLeaders10x.pngTaxes: All citizens of a village will pay a percentage of their income to the village leader. This can be 20, 50, or 70% depending on the traits of a kingdom.
- Citizens will not pay taxes if they are a king or if they don't have a village leader
- If the unit has loot then the village leader will take the respective percentage of it
- The paying citizen's loot will then be transformed into money
- File:IconKings10x.pngTributes: All village leaders of a kingdom will pay a percentage of their income to the king. This can be 20, 50, or 70% depending on the traits of a kingdom.
- Village leaders will not pay tributes if they don't have a king
- If the unit has loot then the king will take the respective percentage of it
- The paying village leader's loot will then be transformed into money
Sharing Resources[edit]
Supplying[edit]
Villages within the same kingdom will regularly share resources with each other.
Resources will be shared when village leaders perform the "supply_kingdom_cities" task. The task will fail if:
- City does not have a culture
- Kingdom only has one city
- Supply Timer is greater than zero
- City does not have a stockpile building
- Chosen stockpile has no resources (stockpiles are randomly chosen if city has multiple)
Once the task is past its initial checks the game will see what can be supplied:
- The game will check if the stockpile has more of a resource than each resource's Supply Bound Give (if it doesn't have any then the task stops)
- Supply Bound Give, defines the minimum amount of a resource needed before villages are able to share it (30 for all resources except wheat with 100 and gold with 600)
- The game will then check to see if any of those selected resources can be supplied to other villages, let's say Village A had 1,000 wheat
- If Village B has less than wheat's Supply Bound Take then Village A will supply wheat equal to Supply Give to Village B
- Supply Bound Take, defines the maximum amount of resources a village can have to still be given more of that resource (10 for all resources except wheat with 20)
- Supply Give, defines the amount resources shared (10 for all resources except gold with 100)
- Villages can only supply up to one resource to one village at a time before the Supply Timer starts again
Resource | Supply Bound Take | Supply Bound Give | Supply Give |
---|---|---|---|
Resources | 10 | 30 | 10 |
Wheat | 20 | 100 | 10 |
Gold | 10 | 600 | 100 |
Supply Timer[edit]
Each village also has a "supply timer", which is a cooldown for sharing resources with other cities. This cooldown has a default value of 6 months and a minimum value of 2 months, and is affected by only one factor. Village leader stats, which is affected by traits. By default it is 1, and is affected by traits: kingslayer x2, bloodlust x1.5, pacifist x-0.1, content x-0.3, paranoid x0.5, greedy x4. [there might be misinput in the game here]
Trading[edit]
Kingdoms do not trade with each other. Supplying is currently the closest thing to trading in worldbox. "Eventually gonna be an actual mechanic with it's own UI" -Maxim
Source: https://www.reddit.com/r/Worldbox/comments/1cy04rv/comment/l5d09uf/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
You may see some boats carrying resources to docks that isn't gold. This is because boats take the resources of units they kill in battle.